NS/dev/3.2-movements/source/mod/AnimationUtil.cpp
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

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18 KiB
C++

#include <math.h>
#include "types.h"
#ifdef AVH_CLIENT
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "cl_dll/r_studioint.h"
#include "common/com_model.h"
#include "common/cl_entity.h"
#include "common/vec_op.h"
#include "cl_dll/studio_util.h"
extern engine_studio_api_t IEngineStudio;
#endif
#ifdef AVH_SERVER
#include "common/mathlib.h"
#include "common/const.h"
#include "engine/eiface.h"
#include "engine/edict.h"
#include "dlls/enginecallback.h"
#endif
#include "mod/AnimationUtil.h"
#include "mod/AvHSpecials.h"
#include "util/MathUtil.h"
#define PITCH 0
#define YAW 1
#define ROLL 2
//-----------------------------------------------------------------------------
void NS_AngleMatrix (const float *angles, float (*matrix)[4] )
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[YAW] * (float(M_PI)*2 / 360);
sy = sinf(angle);
cy = cosf(angle);
angle = angles[PITCH] * (float(M_PI)*2 / 360);
sp = sinf(angle);
cp = cosf(angle);
angle = angles[ROLL] * (float(M_PI)*2 / 360);
sr = sinf(angle);
cr = cosf(angle);
// matrix = (YAW * PITCH) * ROLL
matrix[0][0] = cp*cy;
matrix[1][0] = cp*sy;
matrix[2][0] = -sp;
matrix[0][1] = sr*sp*cy+cr*-sy;
matrix[1][1] = sr*sp*sy+cr*cy;
matrix[2][1] = sr*cp;
matrix[0][2] = (cr*sp*cy+-sr*-sy);
matrix[1][2] = (cr*sp*sy+-sr*cy);
matrix[2][2] = cr*cp;
matrix[0][3] = 0.0;
matrix[1][3] = 0.0;
matrix[2][3] = 0.0;
}
//-----------------------------------------------------------------------------
#ifdef AVH_SERVER
bool NS_GetEntityAnimationData(int inEntityIndex, NS_AnimationData& outAnimationData)
{
edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex);
if (theEdict == NULL)
{
return false;
}
vec3_t theAngles;
if (theEdict->v.iuser3 == AVH_USER3_ALIEN_PLAYER1)
{
VectorCopy(theEdict->v.vuser1, theAngles);
}
else
{
VectorCopy(theEdict->v.angles, theAngles);
}
NS_AngleMatrix(theAngles, outAnimationData.mMatrix);
outAnimationData.mMatrix[0][3] = theEdict->v.origin[0];
outAnimationData.mMatrix[1][3] = theEdict->v.origin[1];
outAnimationData.mMatrix[2][3] = theEdict->v.origin[2];
outAnimationData.mTime = theEdict->v.animtime;
outAnimationData.mFrame = theEdict->v.frame;
outAnimationData.mFrameRate = theEdict->v.framerate;
outAnimationData.mModelHeader = (studiohdr_t*)(GET_MODEL_PTR(theEdict));
outAnimationData.mSequence = theEdict->v.sequence;
outAnimationData.mGaitSequence = theEdict->v.gaitsequence;
// Get the bounding box for the sequence.
studiohdr_t* theModelHeader = outAnimationData.mModelHeader;
if (outAnimationData.mModelHeader != NULL)
{
mstudioseqdesc_t* theSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + outAnimationData.mSequence;
VectorCopy(theSequence->bbmin, outAnimationData.mMins);
VectorCopy(theSequence->bbmax, outAnimationData.mMaxs);
}
return true;
}
#endif
//-----------------------------------------------------------------------------
#ifdef AVH_CLIENT
bool NS_GetEntityAnimationData(int inEntityIndex, NS_AnimationData& outAnimationData)
{
cl_entity_t* theEntity = gEngfuncs.GetEntityByIndex(inEntityIndex);
if (theEntity == NULL || theEntity->model == NULL)
{
return false;
}
vec3_t theAngles;
if (theEntity->curstate.iuser3 == AVH_USER3_ALIEN_PLAYER1)
{
VectorCopy(theEntity->curstate.vuser1, theAngles);
}
else
{
VectorCopy(theEntity->curstate.angles, theAngles);
}
NS_AngleMatrix(theAngles, outAnimationData.mMatrix);
outAnimationData.mMatrix[0][3] = theEntity->curstate.origin[0];
outAnimationData.mMatrix[1][3] = theEntity->curstate.origin[1];
outAnimationData.mMatrix[2][3] = theEntity->curstate.origin[2];
outAnimationData.mTime = theEntity->curstate.animtime;
outAnimationData.mFrame = theEntity->curstate.frame;
outAnimationData.mFrameRate = theEntity->curstate.framerate;
outAnimationData.mModelHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata(theEntity->model);
outAnimationData.mSequence = theEntity->curstate.sequence;
outAnimationData.mGaitSequence = theEntity->curstate.gaitsequence;
// Get the bounding box for the sequence.
studiohdr_t* theModelHeader = outAnimationData.mModelHeader;
if (outAnimationData.mModelHeader != NULL)
{
mstudioseqdesc_t* theSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + outAnimationData.mSequence;
VectorCopy(theSequence->bbmin, outAnimationData.mMins);
VectorCopy(theSequence->bbmax, outAnimationData.mMaxs);
}
return true;
}
#endif
//-----------------------------------------------------------------------------
void NS_AngleQuaternion( float *angles, vec4_t quaternion )
{
float angle;
float sr, sp, sy, cr, cp, cy;
// FIXME: rescale the inputs to 1/2 angle
angle = angles[2] * 0.5f;
sy = sinf(angle);
cy = cosf(angle);
angle = angles[1] * 0.5f;
sp = sinf(angle);
cp = cosf(angle);
angle = angles[0] * 0.5f;
sr = sinf(angle);
cr = cosf(angle);
quaternion[0] = sr*cp*cy-cr*sp*sy; // X
quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
quaternion[3] = cr*cp*cy+sr*sp*sy; // W
}
//-----------------------------------------------------------------------------
void NS_QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt )
{
int i;
float omega, cosom, sinom, sclp, sclq;
// decide if one of the quaternions is backwards
float a = 0;
float b = 0;
for (i = 0; i < 4; i++)
{
a += (p[i]-q[i])*(p[i]-q[i]);
b += (p[i]+q[i])*(p[i]+q[i]);
}
if (a > b)
{
for (i = 0; i < 4; i++)
{
q[i] = -q[i];
}
}
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
if ((1.0 + cosom) > 0.000001f)
{
if ((1.0 - cosom) > 0.000001f)
{
omega = acosf( cosom );
sinom = sinf( omega );
sclp = sinf( (1.0f - t)*omega) / sinom;
sclq = sinf( t*omega ) / sinom;
}
else
{
sclp = 1.0f - t;
sclq = t;
}
for (i = 0; i < 4; i++) {
qt[i] = sclp * p[i] + sclq * q[i];
}
}
else
{
qt[0] = -q[1];
qt[1] = q[0];
qt[2] = -q[3];
qt[3] = q[2];
sclp = sinf( (1.0f - t) * (0.5f * float(M_PI)));
sclq = sinf( t * (0.5f * float(M_PI)));
for (i = 0; i < 3; i++)
{
qt[i] = sclp * p[i] + sclq * qt[i];
}
}
}
//-----------------------------------------------------------------------------
void NS_QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] )
{
matrix[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2];
matrix[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2];
matrix[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1];
matrix[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2];
matrix[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2];
matrix[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0];
matrix[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1];
matrix[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0];
matrix[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1];
}
//-----------------------------------------------------------------------------
void NS_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
in1[0][2] * in2[2][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
in1[0][2] * in2[2][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
in1[0][2] * in2[2][3] + in1[0][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
in1[1][2] * in2[2][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
in1[1][2] * in2[2][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
in1[1][2] * in2[2][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
in1[1][2] * in2[2][3] + in1[1][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
in1[2][2] * in2[2][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
in1[2][2] * in2[2][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
in1[2][2] * in2[2][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
in1[2][2] * in2[2][3] + in1[2][3];
}
//-----------------------------------------------------------------------------
void NS_CalcBonePosition(int frame, float s, mstudiobone_t* pbone, mstudioanim_t* panim, float* adj, float* pos)
{
// This is ripped out of StudioModelRenderer.
int j, k;
mstudioanimvalue_t *panimvalue;
for (j = 0; j < 3; j++)
{
pos[j] = pbone->value[j]; // default;
if (panim->offset[j] != 0)
{
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
/*
if (i == 0 && j == 0)
Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
*/
k = frame;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
// find span of values that includes the frame we want
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
}
// if we're inside the span
if (panimvalue->num.valid > k)
{
// and there's more data in the span
if (panimvalue->num.valid > k + 1)
{
pos[j] += (panimvalue[k+1].value * (1.0f - s) + s * panimvalue[k+2].value) * pbone->scale[j];
}
else
{
pos[j] += panimvalue[k+1].value * pbone->scale[j];
}
}
else
{
// are we at the end of the repeating values section and there's another section with data?
if (panimvalue->num.total <= k + 1)
{
pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0f - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
}
else
{
pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
}
}
}
if ( pbone->bonecontroller[j] != -1 && adj )
{
pos[j] += adj[pbone->bonecontroller[j]];
}
}
}
//-----------------------------------------------------------------------------
void NS_CalcBoneAngles( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q )
{
int j, k;
vec4_t q1, q2;
vec3_t angle1, angle2;
mstudioanimvalue_t *panimvalue;
for (j = 0; j < 3; j++)
{
if (panim->offset[j+3] == 0)
{
angle2[j] = angle1[j] = pbone->value[j+3]; // default;
}
else
{
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
k = frame;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
while (panimvalue->num.total <= k)
{
k -= panimvalue->num.total;
panimvalue += panimvalue->num.valid + 1;
// DEBUG
if (panimvalue->num.total < panimvalue->num.valid)
k = 0;
}
// Bah, missing blend!
if (panimvalue->num.valid > k)
{
angle1[j] = panimvalue[k+1].value;
if (panimvalue->num.valid > k + 1)
{
angle2[j] = panimvalue[k+2].value;
}
else
{
if (panimvalue->num.total > k + 1)
angle2[j] = angle1[j];
else
angle2[j] = panimvalue[panimvalue->num.valid+2].value;
}
}
else
{
angle1[j] = panimvalue[panimvalue->num.valid].value;
if (panimvalue->num.total > k + 1)
{
angle2[j] = angle1[j];
}
else
{
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
}
}
angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3];
angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3];
}
/*
if (pbone->bonecontroller[j+3] != -1)
{
angle1[j] += adj[pbone->bonecontroller[j+3]];
angle2[j] += adj[pbone->bonecontroller[j+3]];
}
*/
}
if (!VectorCompare( angle1, angle2 ))
{
NS_AngleQuaternion( angle1, q1 );
NS_AngleQuaternion( angle2, q2 );
NS_QuaternionSlerp( q1, q2, s, q );
}
else
{
NS_AngleQuaternion( angle1, q );
}
}
//-----------------------------------------------------------------------------
float NS_StudioEstimateFrame( mstudioseqdesc_t *pseqdesc, const NS_AnimationData& inAnimationData, float time, float inFrame)
{
float dfdt;
float f;
if ( /*m_fDoInterp*/ 1 )
{
if ( time < inAnimationData.mTime )
{
dfdt = 0;
}
else
{
dfdt = (time - inAnimationData.mTime) * inAnimationData.mFrameRate * pseqdesc->fps;
}
}
else
{
dfdt = 0;
}
if (pseqdesc->numframes <= 1)
{
f = 0;
}
else
{
f = (inFrame * (pseqdesc->numframes - 1)) / 256.0f;
}
f += dfdt;
if (pseqdesc->flags & STUDIO_LOOPING)
{
if (pseqdesc->numframes > 1)
{
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
}
if (f < 0)
{
f += (pseqdesc->numframes - 1);
}
}
else
{
if (f >= pseqdesc->numframes - 1.001f)
{
f = pseqdesc->numframes - 1.001f;
}
if (f < 0.0)
{
f = 0.0;
}
}
// This logic is from CStudioModelRenderer::StudioCalcRotations.
if (f > pseqdesc->numframes - 1)
{
f = 0;
}
else if (f < -0.01f)
{
f = -0.01f;
}
return f;
}
//-----------------------------------------------------------------------------
mstudioanim_t* NS_GetAnimation(studiohdr_t* inModelHeader, mstudioseqdesc_t* inSequence)
{
mstudioseqgroup_t* theSequenceGroup = (mstudioseqgroup_t*)((byte *)inModelHeader + inModelHeader->seqgroupindex) + inSequence->seqgroup;
// joev: 0000573
// Unless we actually check for null, we can get null references...
if (theSequenceGroup) {
return (mstudioanim_t*)((byte*)inModelHeader + theSequenceGroup->data + inSequence->animindex);
}
else {
return NULL;
}
// :joev
}
//-----------------------------------------------------------------------------
void NS_GetBoneMatrices(const NS_AnimationData& inAnimationData, float time, NS_Matrix3x4 outBoneMatrix[])
{
if (!inAnimationData.mModelHeader || inAnimationData.mSequence < 0 || inAnimationData.mFrame < 0)
{
return;
}
studiohdr_t* theModelHeader = inAnimationData.mModelHeader;
// Get the world to object space transformation for the entity.
mstudioseqdesc_t* theSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + inAnimationData.mSequence;
if (!theSequence) {
return;
}
float f = NS_StudioEstimateFrame(theSequence, inAnimationData, time, inAnimationData.mFrame);
int frame = (int)f;
float s = (f - frame);
mstudiobone_t* theBones = (mstudiobone_t*)((byte*)theModelHeader + theModelHeader->boneindex);
mstudiobbox_t* theHitBoxes = (mstudiobbox_t*)((byte*)theModelHeader + theModelHeader->hitboxindex);
// joev: 0000573
// Unless we actually check for null, we can get null references...
// Regardless if the model is borked, the server shouldn't crash.
// Also, why have NS_GetAnimation when it's not used?
mstudioanim_t* theAnimation = NS_GetAnimation(theModelHeader,theSequence);
if (!theBones|| !theHitBoxes|| !theAnimation)
{
return;
}
// :joev
// Get the position and orientation of all of the bones in the skeleton.
vec3_t theBonePos[MAXSTUDIOBONES];
vec4_t theBoneAngles[MAXSTUDIOBONES];
int i;
for (i = 0; i < theModelHeader->numbones; ++i)
{
NS_CalcBonePosition(frame, s, &theBones[i], &theAnimation[i], NULL, theBonePos[i]);
NS_CalcBoneAngles(frame, s, &theBones[i], &theAnimation[i], NULL, theBoneAngles[i]);
}
// Take the gait sequence into account.
if (inAnimationData.mGaitSequence != 0 && inAnimationData.mGaitSequence != 255)
{
int theGaitSequenceIndex = max(min(inAnimationData.mGaitSequence, theModelHeader->numseq - 1), 0);
mstudioseqdesc_t* theGaitSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + theGaitSequenceIndex;
mstudioanim_t* theGaitAnimation = NS_GetAnimation(theModelHeader, theGaitSequence);
// Compute the frame in the gait animation.
float theGaitFrame = time * theGaitSequence->fps;
while (theGaitFrame >= theGaitSequence->numframes)
{
theGaitFrame -= theGaitSequence->numframes;
}
theGaitFrame = theGaitFrame * 256 / (theGaitSequence->numframes - 1);
float f = NS_StudioEstimateFrame(theGaitSequence, inAnimationData, time, theGaitFrame);
int frame = (int)f;
float s = (f - frame);
for (i = 0; i < theModelHeader->numbones; i++)
{
if (strcmp(theBones[i].name, "Bip01 Spine") == 0)
{
break;
}
NS_CalcBonePosition(frame, s, &theBones[i], &theGaitAnimation[i], NULL, theBonePos[i]);
NS_CalcBoneAngles(frame, s, &theBones[i], &theGaitAnimation[i], NULL, theBoneAngles[i]);
}
}
for (i = 0; i < theModelHeader->numbones; i++)
{
NS_Matrix3x4 theRelMatrix;
NS_QuaternionMatrix(theBoneAngles[i], theRelMatrix);
theRelMatrix[0][3] = theBonePos[i][0];
theRelMatrix[1][3] = theBonePos[i][1];
theRelMatrix[2][3] = theBonePos[i][2];
if (theBones[i].parent == -1)
{
NS_ConcatTransforms(inAnimationData.mMatrix, theRelMatrix, outBoneMatrix[i]);
}
else
{
NS_ConcatTransforms(outBoneMatrix[theBones[i].parent], theRelMatrix, outBoneMatrix[i]);
}
}
}